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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6017 3b4a5df2-a311-0410-b5c6-a8a6f20db521
93 lines
4.3 KiB
C++
93 lines
4.3 KiB
C++
/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef PLAN_H_
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#define PLAN_H_
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#include <iostream>
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class SOLDIERTYPE;
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struct TacticalStatusType;
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namespace AI
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{
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namespace tactical
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{
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/**@class PlanInputData
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* @brief Wrapper class for environmental data required for plan execution
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*
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* Future versions might require other data types; without the wrapper, *every* Plan subclass ever created would
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* need to be changed in this event. With the wrapper, no change is required at all (see also AIInputData).
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*/
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class PlanInputData
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{
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private:
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/// True iff we are in turn based mode
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bool turn_based_;
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/// Reference to the global variable gTacticalStatus (we want to keep this place tidy and don't use global variables here)
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const TacticalStatusType& tactical_status_;
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/// left undefined to prevent copying
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PlanInputData(const TacticalStatusType&);
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/// left undefined to prevent assignment
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PlanInputData& operator=(const TacticalStatusType&);
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public:
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/// Trivial member initialization
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PlanInputData(bool turn_based, const TacticalStatusType& tactical_status);
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/** @name Accessor functions */ /*@{*/
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/// Return a reference to a global "tactical status" struct, formerly known as gTacticalStatus
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const TacticalStatusType& get_tactical_status() const { return tactical_status_; }
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bool turn_based() const { return turn_based_; }
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/*@}*/
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};
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/**@class Plan
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* @brief Composite/Abstract Product. Base class for all plan compositions and components.
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*
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* The Plan class provides a common interface for both plan compositions and plan components. The composite
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* design pattern chosen for plan representation allows objects inheriting from this class to form trees,
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* allowing a clean and easy representation of sub- and super-plans
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*/
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class Plan
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{
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private:
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/// A pointer to the NPC who owns this plan.
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SOLDIERTYPE* npc_;
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protected:
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/// Return a pointer to the controlled NPC
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SOLDIERTYPE* get_npc() {return npc_;}
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/// Return a pointer to the controlled NPC
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const SOLDIERTYPE* get_npc() const {return npc_;}
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public:
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Plan(SOLDIERTYPE* npc);
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/// A virtual destructor is essential here, destruction will be handled through this interface.
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virtual ~Plan() { };
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/** @brief Plan execution is the encapsulation of an "action sequence", which can be used to make up
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* higher-level building blocks
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*
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* Each plan objects represents a high-level action, implemented by means of lower-level actions. These
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* lower level actions can be other Plans subtypes; at some point, a Plan object has no further
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* sub-plans, i.e., the objet is no composition, but a component, forming a leaf in the Plan hierarchy.
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* The components' lower level actions are formed by the fundamental NPC actions which must be made
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* available outside the AI framework.
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*
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* @param environment Encapsulation of environmental data required for plan execution
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*/
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virtual void execute(PlanInputData& environment) = 0;
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/** Determine if the plan is finished.
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*
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* The semantics are not "this plan *can* be aborted" - every plan must anticipate that - but instead
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* "this plan cannot be continued"; for example, a movement plan is finished once the destination is
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* reached, as no further movement can be carried out by the plan.
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*@return true iff the plan can no longer be executed (or execution will always lead to AI_ACTION_NONE)
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*/
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virtual bool done() const = 0;
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};
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}
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}
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#endif
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